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        <h1 id="第三章-操作符"><a href="#第三章-操作符" class="headerlink" title="第三章 操作符"></a>第三章 操作符</h1><p>Java 操作符是建立在C++基础上的。</p>
<h2 id="3-1-更简单的打印语句"><a href="#3-1-更简单的打印语句" class="headerlink" title="3.1 更简单的打印语句"></a>3.1 更简单的打印语句</h2><figure class="highlight plain"><table><tr><td class="gutter"><pre><span class="line">1</span><br></pre></td><td class="code"><pre><span class="line">import static net.mindview.util.Print.*;</span><br></pre></td></tr></table></figure>

<p>导入jar包后 可以使用更简单的写法  printr() </p>
<h2 id="3-2-使用Java-操作符"><a href="#3-2-使用Java-操作符" class="headerlink" title="3.2 使用Java 操作符"></a>3.2 使用Java 操作符</h2><figure class="highlight plain"><table><tr><td class="gutter"><pre><span class="line">1</span><br></pre></td><td class="code"><pre><span class="line">+ - * / = == !=</span><br></pre></td></tr></table></figure>

<h2 id="3-3-优先级"><a href="#3-3-优先级" class="headerlink" title="3.3 优先级"></a>3.3 优先级</h2><p>先乘除后加减 括号内优先执行。<br>类型转换 操作符后面的按前面的转换。</p>
<h2 id="3-4-赋值"><a href="#3-4-赋值" class="headerlink" title="3.4 赋值"></a>3.4 赋值</h2><p>右值赋给左值，a=b 则 b 值复制一份给a。但是如果是将一个对象赋值给另一个对象 其实就是<strong>引用</strong>。<br>例如 d 是个对象 把 d 赋值给对象c 那么 c 和 d 都指向原来d 对象所在的内存地址 。 现在改变 c 同时也会 改变 d 对象 。<br>这种现象被称作 java <strong>别名现象</strong> 。</p>
<h4 id="3-4-1-方法中调用的别名问题"><a href="#3-4-1-方法中调用的别名问题" class="headerlink" title="3.4.1 方法中调用的别名问题"></a>3.4.1 方法中调用的别名问题</h4><p>方法调用 对象 改变其中的值</p>
<figure class="highlight plain"><table><tr><td class="gutter"><pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br><span class="line">12</span><br><span class="line">13</span><br><span class="line">14</span><br><span class="line">15</span><br><span class="line">16</span><br><span class="line">17</span><br><span class="line">18</span><br></pre></td><td class="code"><pre><span class="line">class Letter &#123;</span><br><span class="line">	char c;</span><br><span class="line">&#125;</span><br><span class="line"></span><br><span class="line">public class PassObject &#123;</span><br><span class="line">	static void f(Letter y) &#123;</span><br><span class="line">		y.c = &apos;z&apos;;</span><br><span class="line">		System.out.println(y.c);</span><br><span class="line">	&#125;</span><br><span class="line">	</span><br><span class="line">	public static void main(String[] args) &#123;</span><br><span class="line">		Letter x = new Letter();</span><br><span class="line">		x.c = &apos;a&apos;;</span><br><span class="line">		System.out.println(x.c);</span><br><span class="line">		f(x);</span><br><span class="line">		System.out.println(x.c);</span><br><span class="line">	&#125;</span><br><span class="line">&#125;</span><br></pre></td></tr></table></figure>

<h2 id="3-5-算术操作符"><a href="#3-5-算术操作符" class="headerlink" title="3.5 算术操作符"></a>3.5 算术操作符</h2><p>简化运算符的功能如要将x加4之后再赋值给x，则可以写成：</p>
<figure class="highlight plain"><table><tr><td class="gutter"><pre><span class="line">1</span><br></pre></td><td class="code"><pre><span class="line">x+=4;</span><br></pre></td></tr></table></figure>

<h4 id="3-5-1-一元加减操作符"><a href="#3-5-1-一元加减操作符" class="headerlink" title="3.5.1 一元加减操作符"></a>3.5.1 一元加减操作符</h4><p>一元减号（-）和一元加号（+）与二元加号和减号都是相同的运算符。根据表达式的书写形式，编译器会自动判断使用哪一种。例如下述语句：</p>
<p>x = -a;<br>它的含义是显然的。编译器能正确识别下述语句：</p>
<p>x = a * -b;<br>但读者会被搞糊涂，所以最好更明确地写成：</p>
<p>x = a * (-b); 一元减号得到的运算对象的负值。一元加号的含义与一元减号相反，虽然它实际并不做任何事情。</p>
<h2 id="3-6-自动递增和递减"><a href="#3-6-自动递增和递减" class="headerlink" title="3.6 自动递增和递减"></a>3.6 自动递增和递减</h2><p>++a 会先执行运算，再生成值。<br>a++ 先生成值在运算。</p>
<h2 id="3-7-关系操作符"><a href="#3-7-关系操作符" class="headerlink" title="3.7 关系操作符"></a>3.7 关系操作符</h2><p>关系操作符生成的是一个boolean（布尔）结果。关系为真则结果为true，如果关系为假则结果为false。关系操作符号包括小于（＜）、大于（＞）、小于等于（＜=）、大于等于（＞＝）、等于（==）以及不等于（！=）。<br>操作符“==”和“！=”同样适用于操作对象，但是与基本操作类型相比有一些不同。<br><strong>bool类型不能比较大小，因为本身就是bool类型 比大小没意义</strong></p>
<figure class="highlight plain"><table><tr><td class="gutter"><pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br><span class="line">9</span><br><span class="line">10</span><br><span class="line">11</span><br><span class="line">12</span><br><span class="line">13</span><br></pre></td><td class="code"><pre><span class="line">package com.chenxyt.java.practice;</span><br><span class="line">public class OperationTest&#123;</span><br><span class="line">	public static void main(String[] args) &#123;</span><br><span class="line">		Integer itg1 = new Integer(22);</span><br><span class="line">		Integer itg2 = new Integer(22);</span><br><span class="line">		System.out.println(itg1==itg2);</span><br><span class="line">		System.out.println(itg1!=itg2);</span><br><span class="line">		int int1 = 22;</span><br><span class="line">		int int2 = 22;</span><br><span class="line">		System.out.println(int1==int2);</span><br><span class="line">		System.out.println(int1!=int2);</span><br><span class="line">	&#125;</span><br><span class="line">&#125;</span><br></pre></td></tr></table></figure>

<p>重点是，两个对象是“！=”，因为对于对象来说，“==”和“！=”比较的是对象的引用，虽然这两个对象的值相同，但是他们对象的引用并不是一个，也就是他们在内存中有两个不同的存储位置，所以不相同。所以要想比较对象的值是否相同，我们可以使用对象的equals（）方法来进行比较，它是Object类的一个通用方法，第一章中说到过所有类的父类都是Object，因此任何类的对象都可以调用这个方法。</p>
<figure class="highlight plain"><table><tr><td class="gutter"><pre><span class="line">1</span><br><span class="line">2</span><br><span class="line">3</span><br><span class="line">4</span><br><span class="line">5</span><br><span class="line">6</span><br><span class="line">7</span><br><span class="line">8</span><br></pre></td><td class="code"><pre><span class="line">package com.chenxyt.java.practice;</span><br><span class="line">public class OperationTest&#123;</span><br><span class="line">	public static void main(String[] args) &#123;</span><br><span class="line">		Integer itg1 = new Integer(22);</span><br><span class="line">		Integer itg2 = new Integer(22);</span><br><span class="line">		System.out.println(itg1.equals(itg2));</span><br><span class="line">	&#125;</span><br><span class="line">&#125;</span><br></pre></td></tr></table></figure>

<h2 id="3-8-逻辑操作符"><a href="#3-8-逻辑操作符" class="headerlink" title="3.8 逻辑操作符"></a>3.8 逻辑操作符</h2><p>Java中的逻辑操作符与其它语言基本类似，包括与（&amp;&amp;）、或（||）、非（！）</p>
<h4 id="3-8-1-短路"><a href="#3-8-1-短路" class="headerlink" title="3.8.1 短路"></a>3.8.1 短路</h4><p>即当两个算式做逻辑与运算时，如果左边第一个算式为假，则显然这个逻辑表达式最后的结果一定为假，那么就没有必要进行下边的表达式计算，直接结束运算，这个过程称作短路。</p>
<h2 id="3-9-直接常量"><a href="#3-9-直接常量" class="headerlink" title="3.9 直接常量"></a>3.9 直接常量</h2><p>直接常量 例如 π e   编译器可以准确知道要生成什么类型 但是有时候还是模糊， 需要加一些字符来添加额外信息 指导编译器。  例如 :</p>
<figure class="highlight plain"><table><tr><td class="gutter"><pre><span class="line">1</span><br><span class="line">2</span><br></pre></td><td class="code"><pre><span class="line">char c = 0xffff;</span><br><span class="line">print(Interger.toBinaryString(c)); //char 需要转换2进制</span><br></pre></td></tr></table></figure>

<p>常量后面可以标志类型。 L 代表 long F 代表 float D 代表 double 例如 int x = 1234567L;<br>16进制 前缀0X  8进制前缀0后续0～7的数字表示。</p>
<h4 id="3-9-1-指数记数法"><a href="#3-9-1-指数记数法" class="headerlink" title="3.9.1 指数记数法"></a>3.9.1 指数记数法</h4><p>Java 中 1.39e-43 其实 就是1.39*10-43</p>
<h2 id="3-10-按位操作符"><a href="#3-10-按位操作符" class="headerlink" title="3.10 按位操作符"></a>3.10 按位操作符</h2><p> Java中的按位操作符与其他语言基本相似，有按位与（&amp;）、按位或（|）、按位异或（^）和按位非（<del>）操作符。它们针对基本数据类型的一个比特位（bit）进行运算。运算规则如下，&amp;操作符必须同时为1才为1，|操作符只有同时为0时才为0，^操作符只要有一个为1就为1，</del>是单目运算符，取反，若值为1则结果为0，反之为1。按位操作符除了~还可以与“=”合起来使用，如&amp;=或者|=、^=。<br>对于布尔值，同样可以进行按位与、按位或和按位异或运算，但是不能进行按位非运算，并且他们不会被短路，不管第一个表达式结果是什么，都会继续运算下去。</p>
<h2 id="3-11-移位操作符"><a href="#3-11-移位操作符" class="headerlink" title="3.11 移位操作符"></a>3.11 移位操作符</h2><p> 移位操作符操作的也是二进制的“位”，移位操作符只能用来处理整数类型。移位操作也是二元操作符，一共有三种，左移操作符（&lt;&lt;），右移操作符（&gt;&gt;），无符号右移操作符（&gt;&gt;&gt;）<br>左移操作符是操作符左边的数向左移动操作符右边指定的位数，低位补0，右移操作符是操作符左边的数向右移动操作符右边指定的位数，其中正数高位补0，负数高位补1。无符号右移操作符是Java独有的一种，即不管正数还是负数，右移之后高位都补0。</p>
<h2 id="3-12-三元操作符-if-else"><a href="#3-12-三元操作符-if-else" class="headerlink" title="3.12 三元操作符 if-else"></a>3.12 三元操作符 if-else</h2><p>boolean-exp？value1：value2；</p>
<h2 id="3-1-3-字符串操作符-和"><a href="#3-1-3-字符串操作符-和" class="headerlink" title="3.1.3 字符串操作符 + 和 +="></a>3.1.3 字符串操作符 + 和 +=</h2><p>Java中可以使用+和+=连接String类型，并且当操作符左边你的数为String时，Java会试图将操作符右边的类型转换成String。</p>
<h2 id="3-14-使用操作符时常犯的的错误"><a href="#3-14-使用操作符时常犯的的错误" class="headerlink" title="3.14 使用操作符时常犯的的错误"></a>3.14 使用操作符时常犯的的错误</h2><p> 注意“=”和“==”的区别，以及逻辑运算符如（&amp;&amp;）和位运算符（&amp;）的区别和前自增“++i”和后自增“i++”的区别。注意“==”和“equals（）”的使用，注意别名现象。</p>
<h2 id="3-15-类型转换操作符"><a href="#3-15-类型转换操作符" class="headerlink" title="3.15 类型转换操作符"></a>3.15 类型转换操作符</h2><p>在c 和 c++ 类型转型非常容易溢出出错。但是在Java中是非常安全的。Java可以让我们把基本数据类型转换成别的基本数据类型。bool 除外。</p>
<h4 id="3-15-1-截尾和舍入"><a href="#3-15-1-截尾和舍入" class="headerlink" title="3.15.1 截尾和舍入"></a>3.15.1 截尾和舍入</h4><p>round() 对 double float 类型截取 round() 属于java.lang 的一部分 因此不需要额外的倒入。</p>
<h4 id="3-15-2-提升"><a href="#3-15-2-提升" class="headerlink" title="3.15.2 提升"></a>3.15.2 提升</h4><p>例如 : float 和 double 相乘 则结果提升尾 double 类型。</p>
<h2 id="3-16-java-没有sizeof"><a href="#3-16-java-没有sizeof" class="headerlink" title="3.16 java 没有sizeof"></a>3.16 java 没有sizeof</h2><p>C 和 C++ sizeof() 主要是为了移植 不同数据在不同机器位数不一样。所以必须要熟悉 一个字节占多少位。 Java 并不需要。 因为说有的数据类型在所有机器上是统一的。 <strong>它已经被设计在程序语言中了</strong>。</p>
<h2 id="3-17-操作符小结"><a href="#3-17-操作符小结" class="headerlink" title="3.17 操作符小结"></a>3.17 操作符小结</h2><p>java 遇到 int 最大值做乘法也会溢出 但是编译器并不会报错。<br><strong>当类型转换成较小的类型时候 必须要留意‘窄化转换’ 否则会丢失信息。</strong></p>
<h2 id="3-18-总结"><a href="#3-18-总结" class="headerlink" title="3.18 总结"></a>3.18 总结</h2><p>如果有c基础 学习Java语法并不难。Java语法类C。</p>

      
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<script>
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            [0,0,1,1,1,0,0],
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            [1,1,1,1,1,1,1]
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        [
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            [0,1,1,1,1,1,0]
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            [1,1,1,1,1,1,1],
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            [0,1,1,1,1,1,0]
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        [
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            [0,0,1,1,0,0,0]
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            [0,1,1,1,1,1,0],
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            [0,1,1,1,1,1,0]
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        [
            [0,1,1,1,1,1,0],
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            [0,0,0,0,1,1,0],
            [0,0,0,1,1,0,0],
            [0,1,1,0,0,0,0]
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            [0,0,0,0,0,0,0],
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            [0,0,1,1,1,0,0],
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            [0,0,1,1,1,0,0],
            [0,0,1,1,1,0,0],
            [0,0,0,0,0,0,0]
        ]//:
    ];

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if(canvas.getContext){
    var cxt = canvas.getContext('2d');
    //声明canvas的宽高
    var H = 100,W = 700;
    canvas.height = H;
    canvas.width = W;
    cxt.fillStyle = '#f00';
    cxt.fillRect(10,10,50,50);

    //存储时间数据
    var data = [];
    //存储运动的小球
    var balls = [];
    //设置粒子半径
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    (function(){
        var temp = /(\d)(\d):(\d)(\d):(\d)(\d)/.exec(new Date());
        //存储时间数字，由十位小时、个位小时、冒号、十位分钟、个位分钟、冒号、十位秒钟、个位秒钟这7个数字组成
        data.push(temp[1],temp[2],10,temp[3],temp[4],10,temp[5],temp[6]);
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    /*生成点阵数字*/
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        //增加小球
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                i--;
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    function addBalls(index,num){
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        var colorArray =  ["#3BE","#09C","#A6C","#93C","#9C0","#690","#FB3","#F80","#F44","#C00"];
        for(var i = 0; i < digit[num].length; i++){
            for(var j = 0; j < digit[num][i].length; j++){
                if(digit[num][i][j] == 1){
                    var ball = {
                        x:14*(R+2)*index + j*2*(R+1)+(R+1),
                        y:i*2*(R+1)+(R+1),
                        stepX:Math.floor(Math.random() * 4 -2),
                        stepY:-2*numArray[Math.floor(Math.random()*numArray.length)],
                        color:colorArray[Math.floor(Math.random()*colorArray.length)],
                        disY:1
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        //更新小球状态
        updateBalls();
        //渲染
        render();
    },50);
}

})();
</script>



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              <div class="post-toc-content"><ol class="nav"><li class="nav-item nav-level-1"><a class="nav-link" href="#第三章-操作符"><span class="nav-number">1.</span> <span class="nav-text">第三章 操作符</span></a><ol class="nav-child"><li class="nav-item nav-level-2"><a class="nav-link" href="#3-1-更简单的打印语句"><span class="nav-number">1.1.</span> <span class="nav-text">3.1 更简单的打印语句</span></a></li><li class="nav-item nav-level-2"><a class="nav-link" href="#3-2-使用Java-操作符"><span class="nav-number">1.2.</span> <span class="nav-text">3.2 使用Java 操作符</span></a></li><li class="nav-item nav-level-2"><a class="nav-link" href="#3-3-优先级"><span class="nav-number">1.3.</span> <span class="nav-text">3.3 优先级</span></a></li><li class="nav-item nav-level-2"><a class="nav-link" href="#3-4-赋值"><span class="nav-number">1.4.</span> <span class="nav-text">3.4 赋值</span></a><ol class="nav-child"><li class="nav-item nav-level-4"><a class="nav-link" href="#3-4-1-方法中调用的别名问题"><span class="nav-number">1.4.0.1.</span> <span class="nav-text">3.4.1 方法中调用的别名问题</span></a></li></ol></li></ol></li><li class="nav-item nav-level-2"><a class="nav-link" href="#3-5-算术操作符"><span class="nav-number">1.5.</span> <span class="nav-text">3.5 算术操作符</span></a><ol class="nav-child"><li class="nav-item nav-level-4"><a class="nav-link" href="#3-5-1-一元加减操作符"><span class="nav-number">1.5.0.1.</span> <span class="nav-text">3.5.1 一元加减操作符</span></a></li></ol></li></ol><li class="nav-item nav-level-2"><a class="nav-link" href="#3-6-自动递增和递减"><span class="nav-number">1.6.</span> <span class="nav-text">3.6 自动递增和递减</span></a></li><li class="nav-item nav-level-2"><a class="nav-link" href="#3-7-关系操作符"><span class="nav-number">1.7.</span> <span class="nav-text">3.7 关系操作符</span></a></li><li class="nav-item nav-level-2"><a class="nav-link" href="#3-8-逻辑操作符"><span class="nav-number">1.8.</span> <span class="nav-text">3.8 逻辑操作符</span></a><ol class="nav-child"><li class="nav-item nav-level-4"><a class="nav-link" href="#3-8-1-短路"><span class="nav-number">1.8.0.1.</span> <span class="nav-text">3.8.1 短路</span></a></li></ol></li><li class="nav-item nav-level-2"><a class="nav-link" href="#3-9-直接常量"><span class="nav-number">1.9.</span> <span class="nav-text">3.9 直接常量</span></a><ol class="nav-child"><li class="nav-item nav-level-4"><a class="nav-link" href="#3-9-1-指数记数法"><span class="nav-number">1.9.0.1.</span> <span class="nav-text">3.9.1 指数记数法</span></a></li></ol></li><li class="nav-item nav-level-2"><a class="nav-link" href="#3-10-按位操作符"><span class="nav-number">1.10.</span> <span class="nav-text">3.10 按位操作符</span></a></li><li class="nav-item nav-level-2"><a class="nav-link" href="#3-11-移位操作符"><span class="nav-number">1.11.</span> <span class="nav-text">3.11 移位操作符</span></a></li><li class="nav-item nav-level-2"><a class="nav-link" href="#3-12-三元操作符-if-else"><span class="nav-number">1.12.</span> <span class="nav-text">3.12 三元操作符 if-else</span></a></li><li class="nav-item nav-level-2"><a class="nav-link" href="#3-1-3-字符串操作符-和"><span class="nav-number">1.13.</span> <span class="nav-text">3.1.3 字符串操作符 + 和 +=</span></a></li><li class="nav-item nav-level-2"><a class="nav-link" href="#3-14-使用操作符时常犯的的错误"><span class="nav-number">1.14.</span> <span class="nav-text">3.14 使用操作符时常犯的的错误</span></a></li><li class="nav-item nav-level-2"><a class="nav-link" href="#3-15-类型转换操作符"><span class="nav-number">1.15.</span> <span class="nav-text">3.15 类型转换操作符</span></a><ol class="nav-child"><li class="nav-item nav-level-4"><a class="nav-link" href="#3-15-1-截尾和舍入"><span class="nav-number">1.15.0.1.</span> <span class="nav-text">3.15.1 截尾和舍入</span></a></li><li class="nav-item nav-level-4"><a class="nav-link" href="#3-15-2-提升"><span class="nav-number">1.15.0.2.</span> <span class="nav-text">3.15.2 提升</span></a></li></ol></li><li class="nav-item nav-level-2"><a class="nav-link" href="#3-16-java-没有sizeof"><span class="nav-number">1.16.</span> <span class="nav-text">3.16 java 没有sizeof</span></a></li><li class="nav-item nav-level-2"><a class="nav-link" href="#3-17-操作符小结"><span class="nav-number">1.17.</span> <span class="nav-text">3.17 操作符小结</span></a></li><li class="nav-item nav-level-2"><a class="nav-link" href="#3-18-总结"><span class="nav-number">1.18.</span> <span class="nav-text">3.18 总结</span></a></li></div>
            

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<script>
(function(){

   var digit=
    [
        [
            [0,0,1,1,1,0,0],
            [0,1,1,0,1,1,0],
            [1,1,0,0,0,1,1],
            [1,1,0,0,0,1,1],
            [1,1,0,0,0,1,1],
            [1,1,0,0,0,1,1],
            [1,1,0,0,0,1,1],
            [1,1,0,0,0,1,1],
            [0,1,1,0,1,1,0],
            [0,0,1,1,1,0,0]
        ],//0
        [
            [0,0,0,1,1,0,0],
            [0,1,1,1,1,0,0],
            [0,0,0,1,1,0,0],
            [0,0,0,1,1,0,0],
            [0,0,0,1,1,0,0],
            [0,0,0,1,1,0,0],
            [0,0,0,1,1,0,0],
            [0,0,0,1,1,0,0],
            [0,0,0,1,1,0,0],
            [1,1,1,1,1,1,1]
        ],//1
        [
            [0,1,1,1,1,1,0],
            [1,1,0,0,0,1,1],
            [0,0,0,0,0,1,1],
            [0,0,0,0,1,1,0],
            [0,0,0,1,1,0,0],
            [0,0,1,1,0,0,0],
            [0,1,1,0,0,0,0],
            [1,1,0,0,0,0,0],
            [1,1,0,0,0,1,1],
            [1,1,1,1,1,1,1]
        ],//2
        [
            [1,1,1,1,1,1,1],
            [0,0,0,0,0,1,1],
            [0,0,0,0,1,1,0],
            [0,0,0,1,1,0,0],
            [0,0,1,1,1,0,0],
            [0,0,0,0,1,1,0],
            [0,0,0,0,0,1,1],
            [0,0,0,0,0,1,1],
            [1,1,0,0,0,1,1],
            [0,1,1,1,1,1,0]
        ],//3
        [
            [0,0,0,0,1,1,0],
            [0,0,0,1,1,1,0],
            [0,0,1,1,1,1,0],
            [0,1,1,0,1,1,0],
            [1,1,0,0,1,1,0],
            [1,1,1,1,1,1,1],
            [0,0,0,0,1,1,0],
            [0,0,0,0,1,1,0],
            [0,0,0,0,1,1,0],
            [0,0,0,1,1,1,1]
        ],//4
        [
            [1,1,1,1,1,1,1],
            [1,1,0,0,0,0,0],
            [1,1,0,0,0,0,0],
            [1,1,1,1,1,1,0],
            [0,0,0,0,0,1,1],
            [0,0,0,0,0,1,1],
            [0,0,0,0,0,1,1],
            [0,0,0,0,0,1,1],
            [1,1,0,0,0,1,1],
            [0,1,1,1,1,1,0]
        ],//5
        [
            [0,0,0,0,1,1,0],
            [0,0,1,1,0,0,0],
            [0,1,1,0,0,0,0],
            [1,1,0,0,0,0,0],
            [1,1,0,1,1,1,0],
            [1,1,0,0,0,1,1],
            [1,1,0,0,0,1,1],
            [1,1,0,0,0,1,1],
            [1,1,0,0,0,1,1],
            [0,1,1,1,1,1,0]
        ],//6
        [
            [1,1,1,1,1,1,1],
            [1,1,0,0,0,1,1],
            [0,0,0,0,1,1,0],
            [0,0,0,0,1,1,0],
            [0,0,0,1,1,0,0],
            [0,0,0,1,1,0,0],
            [0,0,1,1,0,0,0],
            [0,0,1,1,0,0,0],
            [0,0,1,1,0,0,0],
            [0,0,1,1,0,0,0]
        ],//7
        [
            [0,1,1,1,1,1,0],
            [1,1,0,0,0,1,1],
            [1,1,0,0,0,1,1],
            [1,1,0,0,0,1,1],
            [0,1,1,1,1,1,0],
            [1,1,0,0,0,1,1],
            [1,1,0,0,0,1,1],
            [1,1,0,0,0,1,1],
            [1,1,0,0,0,1,1],
            [0,1,1,1,1,1,0]
        ],//8
        [
            [0,1,1,1,1,1,0],
            [1,1,0,0,0,1,1],
            [1,1,0,0,0,1,1],
            [1,1,0,0,0,1,1],
            [0,1,1,1,0,1,1],
            [0,0,0,0,0,1,1],
            [0,0,0,0,0,1,1],
            [0,0,0,0,1,1,0],
            [0,0,0,1,1,0,0],
            [0,1,1,0,0,0,0]
        ],//9
        [
            [0,0,0,0,0,0,0],
            [0,0,1,1,1,0,0],
            [0,0,1,1,1,0,0],
            [0,0,1,1,1,0,0],
            [0,0,0,0,0,0,0],
            [0,0,0,0,0,0,0],
            [0,0,1,1,1,0,0],
            [0,0,1,1,1,0,0],
            [0,0,1,1,1,0,0],
            [0,0,0,0,0,0,0]
        ]//:
    ];

var canvas = document.getElementById('canvas');

if(canvas.getContext){
    var cxt = canvas.getContext('2d');
    //声明canvas的宽高
    var H = 100,W = 700;
    canvas.height = H;
    canvas.width = W;
    cxt.fillStyle = '#f00';
    cxt.fillRect(10,10,50,50);

    //存储时间数据
    var data = [];
    //存储运动的小球
    var balls = [];
    //设置粒子半径
    var R = canvas.height/20-1;
    (function(){
        var temp = /(\d)(\d):(\d)(\d):(\d)(\d)/.exec(new Date());
        //存储时间数字，由十位小时、个位小时、冒号、十位分钟、个位分钟、冒号、十位秒钟、个位秒钟这7个数字组成
        data.push(temp[1],temp[2],10,temp[3],temp[4],10,temp[5],temp[6]);
    })();

    /*生成点阵数字*/
    function renderDigit(index,num){
        for(var i = 0; i < digit[num].length; i++){
            for(var j = 0; j < digit[num][i].length; j++){
                if(digit[num][i][j] == 1){
                    cxt.beginPath();
                    cxt.arc(14*(R+2)*index + j*2*(R+1)+(R+1),i*2*(R+1)+(R+1),R,0,2*Math.PI);
                    cxt.closePath();
                    cxt.fill();
                }
            }
        }
    }

    /*更新时钟*/
    function updateDigitTime(){
        var changeNumArray = [];
        var temp = /(\d)(\d):(\d)(\d):(\d)(\d)/.exec(new Date());
        var NewData = [];
        NewData.push(temp[1],temp[2],10,temp[3],temp[4],10,temp[5],temp[6]);
        for(var i = data.length-1; i >=0 ; i--){
            //时间发生变化
            if(NewData[i] !== data[i]){
                //将变化的数字值和在data数组中的索引存储在changeNumArray数组中
                changeNumArray.push(i+'_'+(Number(data[i])+1)%10);
            }
        }
        //增加小球
        for(var i = 0; i< changeNumArray.length; i++){
            addBalls.apply(this,changeNumArray[i].split('_'));
        }
        data = NewData.concat();
    }

    /*更新小球状态*/
    function updateBalls(){
        for(var i = 0; i < balls.length; i++){
            balls[i].stepY += balls[i].disY;
            balls[i].x += balls[i].stepX;
            balls[i].y += balls[i].stepY;
            if(balls[i].x > W + R || balls[i].y > H + R){
                balls.splice(i,1);
                i--;
            }
        }
    }

    /*增加要运动的小球*/
    function addBalls(index,num){
        var numArray = [1,2,3];
        var colorArray =  ["#3BE","#09C","#A6C","#93C","#9C0","#690","#FB3","#F80","#F44","#C00"];
        for(var i = 0; i < digit[num].length; i++){
            for(var j = 0; j < digit[num][i].length; j++){
                if(digit[num][i][j] == 1){
                    var ball = {
                        x:14*(R+2)*index + j*2*(R+1)+(R+1),
                        y:i*2*(R+1)+(R+1),
                        stepX:Math.floor(Math.random() * 4 -2),
                        stepY:-2*numArray[Math.floor(Math.random()*numArray.length)],
                        color:colorArray[Math.floor(Math.random()*colorArray.length)],
                        disY:1
                    };
                    balls.push(ball);
                }
            }
        }
    }

    /*渲染*/
    function render(){
        //重置画布宽度，达到清空画布的效果
        canvas.height = 100;
        //渲染时钟
        for(var i = 0; i < data.length; i++){
            renderDigit(i,data[i]);
        }
        //渲染小球
        for(var i = 0; i < balls.length; i++){
            cxt.beginPath();
            cxt.arc(balls[i].x,balls[i].y,R,0,2*Math.PI);
            cxt.fillStyle = balls[i].color;
            cxt.closePath();
            cxt.fill();
        }
    }

    clearInterval(oTimer);
    var oTimer = setInterval(function(){
        //更新时钟
        updateDigitTime();
        //更新小球状态
        updateBalls();
        //渲染
        render();
    },50);
}

})();
</script>



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